- fixed light components throwing errors when receiving an invalid color value to the "set_color" input
- fixed it being possible to connect wires to more than two items by selecting another item while dragging the wire - relay components break if too much power is directed through them - relay components are active by default and the can be toggled on/off in the editor - bool properties show as checkboxes in the editor
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@@ -86,13 +86,15 @@ namespace Barotrauma.Items.Components
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if (connection == connections[1]) connections[1] = null;
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}
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public void Connect(Connection newConnection, bool addNode = true, bool loading = false)
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public bool Connect(Connection newConnection, bool addNode = true, bool loading = false)
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{
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for (int i = 0; i < 2; i++)
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{
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if (connections[i] == newConnection) return;
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if (connections[i] == newConnection) return false;
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}
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if (!connections.Any(c => c == null)) return false;
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for (int i = 0; i < 2; i++)
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{
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if (connections[i] != null && connections[i].Item == newConnection.Item)
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@@ -144,6 +146,8 @@ namespace Barotrauma.Items.Components
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}
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if (!loading) Item.NewComponentEvent(this, true, true);
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return true;
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}
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public override void Equip(Character character)
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@@ -163,8 +167,9 @@ namespace Barotrauma.Items.Components
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public override void Drop(Character dropper)
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{
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ClearConnections();
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IsActive = false;
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IsActive = false;
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -329,6 +334,7 @@ namespace Barotrauma.Items.Components
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}
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if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode ) return;
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null) return;
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for (int i = 0; i < Nodes.Count; i++)
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{
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